precision mediump float;
uniform bool u_GrayScale;
uniform sampler2D u_Sampler_1;
varying vec4 v_Color;
varying vec2 v_UV;

void main()
{
	vec4 Color = vec4(0.0, 1.0, 0.0, 1.0);
	Color = texture2D(u_Sampler_1, v_UV);
	gl_FragColor = Color;
}